Hard Light Productions Forums

Hosted Projects - Standalone => Diaspora => Topic started by: karajorma on September 14, 2011, 06:24:43 am

Title: Positions Available - How To Join The Diaspora Team
Post by: karajorma on September 14, 2011, 06:24:43 am
So you've seen the screenshots and want to join the team? Wondering if the team can use your vast talents in order to get the game out faster? Well although we're a fairly big team for an indie game, we're wondering too. There are likely to be some very talented people wondering by to take a look at this thread so here's what we need.

Urgent / Highly Important

C / C++ Programmers with experience at writing netcode - The FS2_Open Engine is really in need of some TLC when it comes to the netcode. Although quite a bit of work has been done on creating the game tracker (FS2NetD) and improving some of the basic underlying code, it is a sad fact that in the 9 years since the source code release the SCP team responsible for updating the engine has never managed to attract anyone who has wanted to improve the client/server code. Although we often get bug fixes and there have been improvements there has been little work on updating the code so that it matches that of modern multiplayer games in a similar way to the work on the graphics. For this reason we really need someone who has interests in that field. We're not expecting someone who can immediately rewrite the netcode but having anyone with an interest in writing netcode would be a huge improvement on our current situation.


3D animators - For creating rendered cutscenes for the game. Examples of previous work will be required and must demonstrate the ability to render space scenes similar in quality to the show.


Important

There are many fields where we simply can't ever have enough people. More staff members doing these jobs simply mean we'll release faster.

C and C++ Programmers - We are always on the look out for competent C and C++ coders. We are especially in need of coders with experience in OpenGL, AI or physics engines but we should be able to find something to do for any coder. We also require Mac, Linux and BSD coders since we don't want to treat those platforms as "also rans" next to Windows. The amount of support we can give those two is dependant on how many people we can get to help us fix bugs specific to those platforms though. At time of writing the SCP currently has coders capable of programming in all the fields I've mentioned. But more is better.
 Since our code is Open Source you can check it out before applying if you wish. You can find the info on how to get started here (http://www.hard-light.net/forums/index.php?topic=82688.0).

Modellers - We could use more people to help us make ships. We've got quite a big fleet to fill out and we'll need some talented modellers in order to be able to do it. One of Diaspora's stand out features is that we are seriously trying to make a game with as top-of-the-line graphics as the engine will allow. For that reason (and without trying to sound arrogant about it) we're only taking people who are really good at modelling, UV mapping and texturing. If you're just starting out, get some more experience and then apply, we've tried taking newbies before and it's mostly just cost us time while producing nothing we could actually use.
 Since we need to be able to judge the quality of your modelling, examples of prior work are an absolute must for anyone applying to join us. Preferably including low to medium poly game models.

Can't texture or uvw map, but know your way around a 3d app? While we're not taking on people who can't uvw map and texture to build us ships, it's possible you could still help us by learning to convert ships from a 3D app to the .pof format. Knowing your way around the most common 3D apps at least on a basic level is a plus here, and you don't really need to know anything about texturing for it. But make no mistake, converting is a useful skill and you could help us a lot by learning to convert and joining up. Of course, if you already know how to convert and want to help, you need only apply. If you don't, here's a few links you might find helpful:

FSF's ship-building tutorial  (http://www.hard-light.net/forums/index.php?topic=74591.msg1474358#msg1474358) - if you don't use Blender, skip those parts because it covers PCS2 and converting to POF later in the tutorial.

The FreesSpace Tools Project board (http://) - you should be able to find all the tools you'll need here, as well as people with helpful advice.


Skills We Could Use

There are several positions where the team feel we could use extra staff but can manage with what we already possess.

Mission Designers - The team currently has all the FREDders we need in order to produce R2. However we still have positions for mission designers available. We expect a very high level of ability with FRED from anyone we hire. Examples of previous work using released FS2_Open mods, TCs or games are required.

How to apply

Post on this thread what you can do for us along with examples that prove it. Do not PM me! (I swear that warning gets larger with every post and yet someone still misses it! :p). Applications are vetted by the team so PMing me or some other team member will only slow down your application. A PM is acceptable only if for some reason you can not post openly.

Applicants will be given a trial period prior to getting full access to the game. This is to prevent time wasters and those who are only trying to get access (Most of the team have experienced problems with people like that in the past). The length of the trial period will be based on the job being done, how well the applicant works with the team and how much progress is made. Any work made during the trial period will of course be credited if it is used in the final game regardless of whether or not the applicant makes it onto the team.


What we don't need

Experience has shown we'll probably get more posts from people who don't have the skills we need but want to help out in some way. So here's a list of the things we don't need. If that's all you can do for us, thank you for your interest but we can't use you.

BSG "Experts" - Hard though it might be to believe, a bunch of people willing to spend several hours a week doing an unpaid computer game design job just so that they can play a BSG game might actually be big fans of the show. :p Unless you actually worked on the show or have planted a listening bug in RDM's fillings you probably don't know the show any better than we do. If we ever do come up with an issue we can't answer we'll post it on the forums for you to have a go but we don't need someone permanently on staff just for that function.

Beta-Testers - Nice try but no, you can't have the game early in return for playing it through a couple of times and then posting a couple of comments. :p Beta-testing requires us finding people willing to play the game until they are completely sick of it and as such will be carried out in-house or by invitation only.


Other Positions

It's possible you've thought of something you can do for us that we haven't mentioned or maybe even thought of. If so, please tell us.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: m!m on September 30, 2011, 11:46:10 am
I wanted to ask if you still need a general C / C++ programmer and/or someone who can do some LUA scripting.
On the C++ side I did some scripting related patches and a small feature patch as requested (http://www.hard-light.net/forums/index.php?topic=78319.0) by torc (I sent the patch to torc and it seems that it works) so I would be able to work on some little bugs and features.
I also created some scripts (for example the ParticleTrailScript (http://www.hard-light.net/forums/index.php?topic=76406.0) or the Ejection seat script (http://www.hard-light.net/forums/index.php?topic=78309.0)) and could create some Dispora specific scripts if you need one.

I hope that I can somehow help you to continue your awesome work
Regards,
m!m
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Ace on September 30, 2011, 05:38:38 pm
m!m we do need some work on scripts for R1 (namely a Cylon HUD one). But from what it looks like, a lot of script work will be for R2 and later.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on September 30, 2011, 05:57:50 pm
You'll need to get yourself into the SCP if you're going to do much coding for us but we definitely do need a scripter. If you can get on IRC I'll sort you out for access etc.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: m!m on October 01, 2011, 01:13:41 am
Which channel should I join? I'm most times in #hard-light anyway.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on October 01, 2011, 01:48:26 am
#Diaspora
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Nighteyes on October 02, 2011, 06:23:23 pm
hehe I asked you to make the particle trail script especially for Diaspora, and I absolutely love it  :yes:
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: user42012 on June 06, 2012, 07:54:29 am
Modellers - We could use more people to help us make ships.

Is this position still open to applicants?

If yes, who is the 'lead artist' for Diaspora ?

Title: Re: Positions Available - How To Join The Diaspora Team
Post by: newman on June 06, 2012, 08:35:58 am
Modellers - We could use more people to help us make ships.

Is this position still open to applicants?

If yes, who is the 'lead artist' for Diaspora ?


It's still open, and I'm the lead artist. We're looking for people who can model, uvw and texture. If you can do all three, we'd be interested in seeing examples of your work.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: user42012 on June 16, 2012, 01:15:39 am
Modellers - We could use more people to help us make ships.

Is this position still open to applicants?

If yes, who is the 'lead artist' for Diaspora ?


It's still open, and I'm the lead artist. We're looking for people who can model, uvw and texture. If you can do all three, we'd be interested in seeing examples of your work.

Newman, I have sent an art sample to you via PM.
Awaiting further instructions.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: newman on June 16, 2012, 02:57:40 am
Reviewed and replied. I'll ask kara to give you prospectives access; you can post any wip shots there once you get to that stage.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on June 16, 2012, 03:05:58 am
You should have access now. Get us something we can use and I'll be happy to bring you properly onto the team.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: The Final Cylon on August 16, 2012, 03:16:47 pm
If you're still looking for all of the positions listed above, I'd like to offer my services.

I'm a visual effects artist, and I do some animation. I have some experience with space shots. If you'd like to see some of my work, I'd prefer to send a link directly rather than posting it on the forums.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: newman on August 16, 2012, 04:55:49 pm
Feel free to PM me that link. Please allow me a few days to get back to you; I'm on a trip but should be back home on a normal internet connection from this monday onwards.
Looking forward to seeing your work!
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: newman on September 22, 2012, 05:50:15 am
First post updated - if there are people around who can't texture or unwrap but do know their way around a 3D app, they can still help us by learning to convert ships. Or if there are people who already know how to do that and want to join up - we can definitely use another pair of hands in the pof converting department.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: David cgc on September 22, 2012, 04:56:22 pm
Urgent / Highly Important

3D animators - For creating rendered cutscenes for the game. Examples of previous work will be required and must demonstrate the ability to render space scenes similar in quality to the show.

If that's still open, I can render stuff like the show (http://www.gian-cursio.net/2011/02/first-cylon-war-space-battle/). (These scenes aren't as on-topic, but they are more recent than that BSG shot. (http://www.gian-cursio.net/category/points-of-departure-effects-update/))
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on September 22, 2012, 06:43:08 pm
Since Newman is head of the Art Department, I'll leave it to him to rate the quality of your work. It looks good to me though.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Ace on September 22, 2012, 09:17:59 pm
Ah! Your DRADIS icon image you made a while back I used as a reference for the icons we're using in-game.

If you were in contact with some of the artists who made the baseship (TOS) models you're rendering, could you point them our way if they'd be willing to make low-poly versions?
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: David cgc on September 22, 2012, 10:56:28 pm
Sure. I'll send him a PM at the forum I know him from, but he hasn't posted in over a year, though the profile says he visited in the last couple weeks.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: newman on September 23, 2012, 06:35:43 am
Hi, David, I looked at your anims and liked them a lot. We have an idea on how to use your skills - why don't you join us over on our IRC (#diaspora) and we can chat about it? Send me a PM if you can't get to it for any reason and we'll take it from there.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Quish on October 06, 2012, 08:31:15 am
What about multi-language support?
I'm not a programer. But I want to do English to Japanese Translation.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on October 06, 2012, 09:51:26 am
We currently don't support other languages but it's kind of a catch-22 thing. We don't add support for East Asian languages because we don't have any translations, and no one translates because we don't have any support for East Asian languages.

If you're interested though, these are the two files we'd need translated. If someone were to translate them, we'd be much more likely to add support.

[attachment removed and sold on the black market]
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Garlend on November 11, 2012, 09:34:16 pm
Hello, My name is Sam.

I am not interested in a position with your staff (as I am not worthy.) but I am interested in volunteering to help with this project.
My skills to be honest are very few (to be honest the only programing skill I have is a very light knowledge of HTML, and CSS) and none on the caliber to take on anything that is worthy of Diaspora, but I would still like to help in any way that I can. I would donate to support those of you who have made this game but unfortunately due my economic state I am not in the position to do that either. I am currently trying to teach myself C++, Visual Basic, and any other programing language I can in an attempt to get into game programming in hopes of someday being able to create my own game. I am a huge fan of all things Galactica. I wish I had more to offer but all I have right now that I can contribute is time. I am not looking to beta test, I would like to help out in any other way that I can. If there is any kind of grunt work you need done that can be done over the web let me know and I will do all that I can to help.

Thanks for a great game and all the time you and your staff have put into it.

Sam.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on November 12, 2012, 07:05:18 am
Well the best way to help if all you have is time, is to help us test Single and Multiplayer. For instance we have a Release Candidate on the board at the moment but we've got very little feedback at all on it.

It's not so much about beta testing as it is about helping us find bugs in what's already released.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: MuldoonX9 on November 25, 2012, 09:53:35 pm
I wanted to poke around the SVN repository and take a look around. The link to that thread no longer works. Any help?
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on November 25, 2012, 10:30:24 pm
http://www.hard-light.net/forums/index.php?topic=82688.0

I fixed the link too. :)
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: a50callovenote on December 20, 2012, 12:22:41 am
Hey what's up guys! Long time no see, just got finished playing R1 and it was well worth the wait. Thank you!

I don't know if you guys can use it, but I would like to contribute to some of the artwork on Diaspora. I mostly do logos, and concept art. If you guys have the time, please feel free to take a look at my deviant art page at thegreatelk.deviantart.com (http://thegreatelk.deviantart.com). It's still a work in progress... but I would love to contribute if I can. Keep up the great work!
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Lukozade on March 23, 2013, 06:33:44 pm
If you guys are still looking for Modelers for ships I'd be interested, that's basically the only  thing I model on Maya/3ds Max. If you want me to send in some examples let me know.

Cheers
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on March 23, 2013, 09:33:04 pm
We'd love to see some examples. Post them on here (or if you can't for some reason, send a PM to Newman as he's head of the art dept.)
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: newman on March 24, 2013, 08:50:29 am
Yup, show us what you got, and we'll take it from there. Could always use another pair of hands :)
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Sam32x on July 06, 2013, 09:42:40 pm
Hi, i'm Sam (not the guy above named Sam) I am a high school student in Australia and I have been doing modelling for 3 and a half years and I would like to help if possible. My mid term mark for graphical design was a 14p (the marking system is different in Australia but 14p means 93/100) and I'm pretty decent at modeling but I can't texture and I have heard of UVW but I don't know exactly what it is.
I would show you an example of something I have done but I'm on school holidays for the next 2 weeks and all my work is at school.
I suppose if you send me a picture of something then I can model from that but I don't think I can do anything like a Battlestar or something like the Sabazius.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: kirk465 on July 07, 2013, 09:42:30 am
Hiho,

I would really love to join as a Translator and a bit C / C++ Coder and news man I could translate the game and all its followers into German, and announce on german Gaming forums. And could help a bit out with C / C++ coding :)

Signed,
John
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: newman on July 08, 2013, 04:39:06 am
Hi, i'm Sam (not the guy above named Sam) I am a high school student in Australia and I have been doing modelling for 3 and a half years and I would like to help if possible. My mid term mark for graphical design was a 14p (the marking system is different in Australia but 14p means 93/100) and I'm pretty decent at modeling but I can't texture and I have heard of UVW but I don't know exactly what it is.
I would show you an example of something I have done but I'm on school holidays for the next 2 weeks and all my work is at school.
I suppose if you send me a picture of something then I can model from that but I don't think I can do anything like a Battlestar or something like the Sabazius.

I'm afraid we can't use you if you can only model, we need people who can uvw map and texture as well, sorry!
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Sam32x on July 08, 2013, 06:52:23 pm
Ok, we just got zBrush at my school so I will probably be learning to texture next term.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: SkaCahToa on July 13, 2013, 10:10:37 am
Is the C / C++ Programmers with experience at writing netcode position still a thing you guys are looking for?

I don't have much experience writing game specific networking code, but I did have an internship two years ago that was pretty network code heavy. It was mostly Linux specific c socket programming... but I think I could easily build off of that to get up to speed.

Professionally, I mostly work in C# and PHP on SaaS applications. I've been out of the C++ world for awhile, but it was the language I used heavily in college... It shouldn't take me too long to get into the swing of it again.

If you guys think I'll be a good fit let me know what you're looking for in terms of coding samples and where/who to send them to.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on July 13, 2013, 01:09:55 pm
Is the C / C++ Programmers with experience at writing netcode position still a thing you guys are looking for?

Absolutely. Swifty is the head of our coding department. He's the one you need to talk to. That said, you'd probably be working day to day with me more often since I'm the closest Diaspora has to a network coder at the moment.

What we really need is a rather large overhaul of the network code. It's not really gotten any love for the last 14 years or so. But just having a coder willing to tinker and see where the biggest problems with it are would be helpful. The code is actually freely available. You can find details on how to check out the code here (http://www.hard-light.net/forums/index.php?topic=82688.0). So rather than ask for code samples, we prefer to just give a new coder access and an idea of a few things we need help with. Generally I just tell people to take a look at Mantis, pick an easy bug and get to work on it. Swifty might want to do things differently though.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Crias on February 11, 2014, 02:59:30 am
Not sure if you guys still need modelers but I've been working with blender for over 7 years and have been featured on the front page of Foundation3d and Scifi meshes. I'm incredibly keen to join this team. I thought I might post a few pictures of some stuff I've been working on today on my deviant art account. It's still very rough but it's the only BSG themed modeling I've worked on before. Polished works can be found on my DA. http://crias.deviantart.com/gallery/48099878 Please email me if you think I can contribute in any way :)
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on February 11, 2014, 05:04:51 am
We badly need modellers. It's always been the major hold up this project has.

I'll let Newman and the art department see what they think of your work. Do you have anything textured you can show us? It doesn't need to be BSG related.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Crias on February 11, 2014, 08:10:51 am
I sure do. Just flick though my DA gallery.  Probably the best display of my texturing ability would be in my stargate pictures.
(http://fc01.deviantart.net/fs70/f/2013/273/6/a/stargate_universe_walkway__by_crias-d6oqqig.jpg)
crias.deviantart.com/gallery/
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Ace on February 11, 2014, 08:58:28 pm
UV mapping experience is really the big thing. To be blunt we've had plenty of people who can make great models but couldn't finish various assets since they weren't able to UV map. Even worse we've also had people who finished plenty of ships but then didn't upload them in a format to be converted...
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Crias on February 11, 2014, 10:15:46 pm
I'm reasonably confident in my ability to UV unwrap and texture however I map using stock textures. I've only ever created texture maps once or twice. If you guys have a decent tutorial I can follow that would be fantastic. It's something I need to learn sooner or later anyways. Out of curiosity what model format do you guys use? OBJ, DAE, 3ds or proprietary formats like LWO and max?
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Ace on February 13, 2014, 08:55:14 pm
.dae files are generally easy to convert.

If you're interested, I'm sure newman has some suggested art assets for prospectives.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Crias on February 14, 2014, 05:40:11 am
Blender has an extension for exporting to .dae so that's cool. Yeah sure what ever you guys need. Just send me an email or something and I'll do what I can.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: thateurokid23 on April 11, 2014, 09:01:36 pm
Can I apply for the Public Relations office, I feel that this game is really lacking the proper community management and could definitely use some more support from the gaming community.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on April 11, 2014, 09:49:03 pm
Send me a PM (Or better yet, start another thread) and tell me what exactly you have in mind.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: groscask on January 04, 2015, 07:00:36 am
Hello,

are you still looking for C++ programmers? I would be interested :)

I don't really have anything to show off, but I develop for a living and I have strong development skills. I'd love to help diaspora with my development abilities.

I'm not afraid to start with some basic "grunt" tasks to get my head around your code before moving on. Or be tested on some code samples, figuring out what's good/wrong (such as I've seen in many interviews).

I am not a BSG expert, nor an OpenGL guru, nor a Net wizard. Just a regular developer, with good abilities, experience in C++(98|03|11|14) and willing to give roughly half a day per week to diaspora :)

Oh, I'll be coding on Linux (Mint), and I also have some experience with continuous integration (should you find that interesting).

Sincerly,

Greg*
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on January 04, 2015, 08:33:57 am
The SCP can always use new coders so it's not that hard to get started actually. A Diaspora coder is merely a FS2_Open coder who gives more priority to the features we want in the engine than other projects. So you can check here (http://www.hard-light.net/forums/index.php?topic=82688.0) for information on how to get the code out of SVN and get started.

I'm sure I could fairly easily find you a few minor tasks that need doing which no one has gotten around to yet. Swifty is technically the head of the code department so it's up to him to assign you a job but if he has no suggestions for anything we need badly, I'm sure I can find something we need done. Give me us a shout once you've checked out and built FS2_Open and one of us will assign you something.

I'm on our IRC channel large portions of the day (although I might be away from keyboard for long periods) so that's also a good way to get hold of me.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: groscask on January 04, 2015, 03:12:10 pm
Well, that's great :)

I checked out the source, built it, and I already see something I'd like to do (seeing that the CodeBlocks file hasn't been updated in 6 years...).

Are you familiar with CMake? It makes it much easier to manage cross-platform multi-ide projects, avoiding you to manage the "projects" folder by hand (and getting rid of the autotools O:-)).
If you don't have any objections, I'd like to write the appropriate CMake files for the project. This will allow me to browse the code for dependencies, and get started gently.

Otherwise, any task will do.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on January 04, 2015, 08:24:44 pm
Actually, one of the Diaspora coders was already working on using CMake. The topic is on the SCP private board so I can't link you to it unfortunately but if you send a personal message to m|m (http://www.hard-light.net/forums/index.php?action=pm;sa=send;u=10756) and tell him you're interested in this, I'm sure he can bring you up to speed with what he's done. I think he actually needs someone else to help him test.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Echelon9 on March 04, 2015, 07:06:48 am
groscask, always happy to chat with potential new coders.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: morpheus19770 on March 24, 2015, 11:38:09 am
Hi everyone!
I'd like to localize the current version of DIASPORA in Italian language.
To do so, I'd like to be contacted by the developers to have the extract of the text used in the game (or the language file).
Due to the different layout between Italian and US keyboards, there are also some changes to apply to that setting.
I hope to be of help, there are so much Italian players who would love to play Diaspora into their native language.
Best regards
Paolo aka Morpheus
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on March 24, 2015, 10:32:39 pm
Download this file (http://diaspora.fs2downloads.com/Diaspora_1.1.1_String_tables.7z) Replace the English entries in both table files with Italian (use 7zip to open the archive and wordpad or your favourite text editor to change the text itself). After that is done, it should be pretty easy to get things working in-game.

If anyone wants to try a different language, the process is much the same.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: morpheus19770 on March 25, 2015, 04:58:33 am
Download this file (http://diaspora.fs2downloads.com/Diaspora_1.1.1_String_tables.7z) Replace the English entries in both table files with Italian (use 7zip to open the archive and wordpad or your favourite text editor to change the text itself). After that is done, it should be pretty easy to get things working in-game.

If anyone wants to try a different language, the process is much the same.

OK, Thanks karajorma, I'll do my best to make it work!
Do you want the translated files for further use?
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on March 25, 2015, 07:55:51 am
I definitely want the translated files once you've finished them. It will allow the team to offer Diaspora in Italian in the next patch.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: morpheus19770 on March 25, 2015, 09:26:51 am
That's OK, it will be finished ASAP, I'm already working on it.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Hold_StiLL on January 13, 2016, 07:35:59 pm
Hello everyone,
first of all, congratulations for this awesome game, it looks fabulous!
I don't know if you guys still need to but I would like to be able to help to the extent of my abilities:
3D Generalist, use Blender and have low poly modeling experience for gaming and augmented reality applications. UV mapping, rigging, and especially animation.
My game experience is mostly rigging and animation associated with applications for mobile phones and RA with copyright and so I can´t show. I leave here some exemples of modeling that I have on facebook and a link to a short animation that, except for the music and logo, everything was made by me.

Facebook - https://www.facebook.com/pajocris/media_set?set=a.1266456428744.41161.1449795017&type=3
Short movie and others- https://vimeo.com/pajo



If its of interest, email me :)

Cheers!
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: Sabudum on February 13, 2016, 10:22:35 am
Hello Diaspora team, take a look at some of my work on modelling, texturing and animating, here at my DeviantArt page:
http://thakruger.deviantart.com/
I'm from Brazil and i'm currently working on 2 Brazilian game projects, called 171 and Challenges: O Início.
Title: Re: Positions Available - How To Join The Diaspora Team
Post by: karajorma on February 13, 2016, 10:43:02 am
PM sent.